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![[Post New]](/s/i/i.gif) 2010/11/30 06:03:27
Subject: Ironclad Dreadnoughts
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Freaky Flayed One
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What is the best way to equip them? I know they have the option of a Siege Hammer or a Chainfist, and the option of Hurricane Bolters or the DCCW. I also have no idea as far as what a good underslung weapon would be. Do I want the double HFs? Lose one for the melta? I just got one of these bad boys, and I'm ready to throw him on the table.
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![[Post New]](/s/i/i.gif) 2010/11/30 06:07:36
Subject: Ironclad Dreadnoughts
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Nasty Nob on Warbike with Klaw
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If possible I'd strongly recomend magnetizing it, however running them standard is pretty good with these bad boys.
My friend and I prefer the chainfist opposed to the hammer, may just be player mentality tho
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![[Post New]](/s/i/i.gif) 2010/11/30 06:09:11
Subject: Ironclad Dreadnoughts
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Fighter Ace
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Chainfist drops you to Initiative 1 though, IIRC. Hammer does not, and can still screw with vehicles just as badly.
I honestly think standard configuration is pretty great for Ironclads, maybe upgrade Storm Bolter to heavy Flamer if you have the points. A pair of Hunter Killers can make a mess of things too if you can get side armor shots.
Oh, and buy a Drop Pod for the buggers.
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Started wargaming with heroscape. Who says kids can't be generals?
Tournament Results:
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In Soviet Russia.... you go to Gulag.
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![[Post New]](/s/i/i.gif) 2010/11/30 06:15:50
Subject: Ironclad Dreadnoughts
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[DCM]
Tilter at Windmills
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Standard is very popular.
The two main options are to take a Drop Pod or to take a pair of Hunter Killers.
If you take the pod, you can get in the opponent's face on Turn 1 with a tough HTH unit and possibly melt one of his tanks. The downside is that if he has a really nasty HTH unit or a bunch of melta there, you may be just feeding him 2 KPs & a bunch of points without doing enough damage to justify the cost.
If you take the Hunter-Killers and move across the board, there's the chance that you'll get shot and rendered ineffective (immobilized, for example) far from your opponent, but you can blast an enemy transport or light tank early, and don't risk giving up the KP for the pod. This variant often works well in a list with several high-armor vehicles to overwhelm your opponent's antitank.
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This message was edited 1 time. Last update was at 2010/11/30 06:16:14
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![[Post New]](/s/i/i.gif) 2010/11/30 06:17:13
Subject: Ironclad Dreadnoughts
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Nasty Nob on Warbike with Klaw
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definitely a drop pod, really I1 I havnt heard that before. However it would make sense as to justify as a free replacement to a seismic Hammer S10 2d6 pen vs S10 on glance or pen auto stunned, ntm the whole knocking X down to I1.
anyways definitely a pod
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![[Post New]](/s/i/i.gif) 2010/11/30 12:02:48
Subject: Ironclad Dreadnoughts
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Apprehensive Inquisitorial Apprentice
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jdjamesdean@mail.com wrote:definitely a drop pod, really I1 I havnt heard that before. However it would make sense as to justify as a free replacement to a seismic Hammer S10 2d6 pen vs S10 on glance or pen auto stunned, ntm the whole knocking X down to I1.
anyways definitely a pod
You're confusing a Seismic hammer with a Thunder hammer. Seismic only does the +1 to the chart.
And as for the chainfist, do you really need an extra d6 to pen with a str10 weapon on rear armor? I'd take the Chart bump everytime. The only upgrade I'd take is the HK's. More str8 shots is always nice.
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From without, the Imperium is assailed by alien monsters from the depths of space, nightmare death-machines and soulless daemons (as well as soulless death-machines and nightmare daemons, and the occasional soulless daemon in a nightmare death machine). |
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![[Post New]](/s/i/i.gif) 2010/11/30 18:02:37
Subject: Ironclad Dreadnoughts
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Nasty Nob on Warbike with Klaw
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thought it counted as a thunder hammer ... meh got worse imo.
yes I'd rather have the extra d6 pen, I tend to fail against soulgrinders fairly often
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![[Post New]](/s/i/i.gif) 2010/11/30 18:49:50
Subject: Ironclad Dreadnoughts
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Longtime Dakkanaut
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jdjamesdean@mail.com wrote:definitely a drop pod, really I1 I havnt heard that before.
Extra AP aside, chainfists function as power fists, which drop your I to one. It's there under the "terminator squad" entry in the bestiary.
jdjamesdean@mail.com wrote:thought it counted as a thunder hammer ... meh got worse imo.
It most certainly did not. Seismic Hammers kill vehicles on one out of two penetrating hits--much better than auto-stun.
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There's just an acre of you fellas, isn't there? |
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![[Post New]](/s/i/i.gif) 2010/11/30 18:55:53
Subject: Ironclad Dreadnoughts
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Eternally-Stimulated Slaanesh Dreadnought
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I dont think that's right. dreads swing a ddcw at init 4 so why would they swing a chain fist at init 1? that doesnt make sense. the chain fist would be a pretty senseless upgrade on that model if that were the case.
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![[Post New]](/s/i/i.gif) 2010/11/30 19:01:24
Subject: Ironclad Dreadnoughts
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Rogue Daemonhunter fueled by Chaos
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Dreads dont' swing DCCWs at initiiative because they are dreadnoughts, they do so because DCCWs specifically allow it.
In other words, dreads aren't models that can swing powerfists at I. They are simply models that can take power weapons that double strength...
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![[Post New]](/s/i/i.gif) 2010/11/30 19:07:41
Subject: Ironclad Dreadnoughts
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Eternally-Stimulated Slaanesh Dreadnought
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chain fist swinging at init 1 on a dread just doesnt sound right. I would see if that was faq'd. can't speak with any conviction here I dont have the book in front of me and I'm not familiar with this unit. It just seems super lame to have a dread swining at init 1 just get an extra d6 armor penetratioin. If he has the seismic hammer swinging at normal initiative, and he can choose which weapon to swing with it might make sense. there has to be something mitigating the chain fist rule or else its just completely senseless.
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![[Post New]](/s/i/i.gif) 2010/11/30 19:25:12
Subject: Ironclad Dreadnoughts
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Space Marine Scout with Sniper Rifle
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yea, it is lame. but the rules for the dread ccw is covered in the main rule book on page 73. That tells us they are just power weapons that are str 10, power fists are never mentioned.
the rules for chainfists are just that they are power fists that add an extra d6 against vehicles. and since dreads have no rules that say powerfists strike at initiative...
now, to be clear yes it's lame but they are at I1 and thus most people steer clear of it on dreads.
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![[Post New]](/s/i/i.gif) 2010/11/30 20:33:07
Subject: Ironclad Dreadnoughts
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Bonkers Buggy Driver with Rockets
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Keep the standard points layout: DCCW and Seismic hammer. For underslung, I've ran with melta and storm bolter mostly, though I think a heavy flamer would outdo the sotmr bolter considering how I use the dread itself.
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